Guidance / Manual
Introduction
1.1 What This Manual Covers
This manual provides complete technical documentation of Pepper.SFX. By the end, you’ll understand:
- System Architecture - How everything fits together
- Component Deep-Dives - Every class, method, and property explained
- Design Patterns - Industry-standard audio middleware concepts
- Performance Optimization - Voice management, LOD, virtualization
- Best Practices - Proven patterns from professional audio design
- Troubleshooting - Solutions to common problems
1.2 Prerequisites
Before reading this manual, you should:
- Have basic Unity knowledge (GameObjects, Components, Scripts)
- Understand audio concepts (dB, Hz, spatialization)
- Have read QUICK_START.md and successfully played a sound
- Know basic C# programming
1.3 How to Use This Manual
This manual is dense by design — every chapter has to serve three different readers:
- 🏃 Skimmer: Read each chapter’s intro paragraph and the §X.1 (“Why…”) subsection. That builds a map. Come back for details when you actually need them.
- 📖 Learner: Read chapters 1–6 in order to build a complete mental model, then read the subsystem chapters (13, 14, 15) as you adopt those features.
- 🔍 Reference reader: Jump to the section whose title matches your question. Use the Table of Contents at the top.
For Troubleshooting: Skip to Section 12 for common issues and diagnoses.
⚠️ Spatial audio (Occlusion, Reverb Sends, container Propagation) shares one piece of infrastructure: the Occlusion Slot Pool (Chapter 14). If you plan to use any of these features, author the slot pool first or none of them will work. The Cookbook’s spatial-audio prerequisite callout explains why.
1.4 Companion Documents
- QUICK_START.md - Get running in 10 minutes
- COOKBOOK.md - Step-by-step recipes for common tasks
- API_REFERENCE.md - Complete API documentation
From the Pepper.SFX 3.1 guides (USER_GUIDE.md). Something wrong or unclear? Tell me.